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Recent Movie Reviews

652 Movie Reviews

The grainy texture on the images looks great and makes this really feel like a pre-Flash cartoon of the 90s or earlier. You also really nailed the art style, and it really makes the animation pleasant to the eye.

Humor-wise I didn't find this especially entertaining, but it's only 2 minutes so the unfunny-ness isn't that painful to sit through, especially when the aesthetic makes up for it a lot.

There are two main hiccups that I think drags this down considerably. First, some of the animation is just way too simple. Some of the really simple stuff (like the camera pan in the beginning) have a low framerate and look jerky. The two frame loop of the rat digging through boxes looks really crude, and it wouldn't have taken THAT many more frames to create a loop (even a low framerate one) that looked less sloppy. The screen shake at the very end is another example of this - just a few more frames to slow this down would make it look more like something that might actually air on Cartoon Network.

The second issue is the timing. Not just comedic timing, but the timing of the shots as well. It's a short animation (under 2 minutes) yet panning and fading transitions are all we see for the first 30 seconds of it. Some of the relatively short shots should be even shorter, like the rat tearing apart the box, or the first shot of him reaching into it (you play the same loop later and that time it's shown for the right amount of time.) Similarly, both shots of the rat holding the snow globe are just a little too long, as well as the still shot of the mess the rat made. All of these things might seem like nitpicks, but if you imagine how awkward it might be to talk to someone that randomly inserted... half second pauses while speaking... to you, it makes sense how not only these small differences of a fraction of a second can create a disruptive experience, but how a bunch of them back to back make the final product look unpolished.

E-Nat responds:

Thanks for your feedback! I'll improve my short films better in the future 💖

A bit of a mixed bag here. Despite looking great visually, I don't think this installment is the best in any one category. While the animation is ultra smooth, in terms of choreography it doesn't have the interesting teamwork of 5.5/6.5, it doesn't have quite as fast-paced action as Antipathy, it doesn't have as deep a plot as Inundation, and it doesn't have the particle effects of Abrogation. Similar to Abrogation, the plot is basically the main cast trying to survive in the Auditor's world. It's not really clear where Hank is, since he didn't die in Expurgation (perhaps I need to play Project Nexus, as it's not really clear what the difference is between Nevada and Occurrent Nevada,) though teasing Deimos coming back is a definite point of intrigue.

Adding in some slight green tones to some of the scenes looks great and adds to the grungy tone that's gradually increased throughout the series. It's refreshing to see Sanford fight with a hook again, but the actual combos he does aren't much different from what we've seen before.

Hopefully we get to see something actually happen with the Auditor soon.

The voice acting and linework are really good and the humor is decent but this feels more like an animatic than a completed animation. Flesh out the linework and add in some more frames.

Recent Game Reviews

753 Game Reviews

I had no idea you were still working on this, but coming back to it now, it looks pretty good! The score system and presence of an actual objective make this pretty enjoyable. I really like the variety of hazards in the game as well.

Some things of note:
- Explaining the controls in the game would probably work better than clicking through a text explanation of all of it. Explain a mechanic, then force the player to demonstrate understanding of that mechanic to pass an obstacle and move on. I'm pretty sure you're using FeindishDemon's platform engine which is ironic as his tutorial actually begins this way.
- In terms of player experience, the zoomed in camera and slow movement speed make the whole game feel a little sluggish. Being able to run through the level faster would have definitely made for a more enjoyable experience.
- The game doesn't seem to distinguish between pressing a button and holding it. This means you can double jump by holding the jump button instead of tapping it twice, and you have to hold the D button rather than pressing repeatedly to execute an attack combo. From a player feedback perspective, it feels a bit better if you can make each button press correlate with a discrete action rather than holding.
- There's nothing to attack. Enemy AI is hard to code but having some destructible walls would be a nice easy way to utilize the work you've already done in coding and animating the attacks.
- Hazards drain health gradually instead of taking a one-time chunk of health from the player and knocking them back with some invincibility frames. A single instance of damage with a knockback and damage animation/sound gives better player feedback and makes it clearer when they've messed up.
- Hitboxes need fixing. It looks like the actual sprite of the buzzsaws is the hitbox itself, which means that you can hit invisible corners on the buzzsaw (the part between the circle and corners here -> [O]) and take damage from it. Creating invisible hitbox sprites inside your Movie Clip to better represent what needs to collide will help this feel more fair and natural.
- Coins are placed in pretty arbitrary positions; collecting them doesn't add much to the game so much as it just slows you down. I would recommend putting some behind optional hazards so that there's a risk/reward component to your score. Similarly, some kind of timer might raise the skill ceiling of the game and improve replay value.
- Lack of background and texture for the platforms make this look a lot less polished than it is. A simple parallax background and even just some chicken scratches and bevel filter on the platforms would make the game look like a complete project.

If you're open to it, I'd be happy to help you fix most of this stuff. I know I've written a lot here, but with the right guidance it shouldn't take more than a week to fix them.

MebroukTheCat responds:

Well, to be honest... Most of the programming codes were copied from a YouTube video uploaded by jemaster800:
https://www.youtube.com/watch?v=8AG_BUSfDc4

It's like I drew the Mona Lisa with a crayon and here's why:

The advantage: It can work.

The disadvantage: It's not perfect.

It's okay.

The animation looks great, but the gameplay is overall lacking. The shootouts, driving, and side-scrolling action all control well, but each is missing something in terms of balance and difficulty. It's easy to stun lock enemies and to place the cursor exactly where you need it for the cover shooter parts. The motorcycle sequences are the only parts that are difficult, and that's mostly due to lack of checkpoints and spastic controls.

The writing and voice acting are obvious weak points.

Different isn't always bad but I think there's definitely something missing here. Virtually every level is the same, with enemies only really having two different heights at which they need to be shot, except for the lats level where hitting the vehicle itself is sufficient and you can just find a rhythm of how fast to fire while holding the up key. Reloading with the space and mouse is extremely awkward but could have been fine if the controls were WASD instead of the arrow keys. An okay concept but it needs serious QoL improvements.

Recent Audio Reviews

863 Audio Reviews

The tone and composition reminds me a lot of Super Solvers: Challenge of the Ancient Empires. I like the sound of this a lot, but the melody wanders aimlessly for a lot of it and makes the whole song sound more like a solo. There also isn't very much in the way of dynamics and development. This is par for the course for video game music, but makes the ending feel abrupt; I think this would work better as a looping track.

My recommendation would be to take some of your favorite parts from this and condense it into ~30 seconds, then use it as a bridge for something a bit more structured and repetitive.

YESEvoi responds:

Thanks for the advice!

I'm an easy target for djent stuff, and this is damn good. A tad repetitive, but enough changeups to keep it from being a glaring issue (with it going full Doom toward the end.) Mixing is a little muddy but otherwise tight.

I like the layering a lot, but I'm kind of lukewarm on the sample choice. The drums are a little weak, and sometimes it just feels like there's too much going on, especially with the samples being kind of short and repetitive.

Curious to see how this sounds with vocals over it, the tone is different and the 3/4 time signature would be challenging to spit to.

glitchs2d responds:

Thanks for the feedback. The beat may still change a bit by the time the full album is done. I have been listening to a lot of Ka and Roc Marciano recently, which is why the drums are on the weaker side. Honestly, I may remove them altogether in the end.

The flow of this song is atypical, to say the least. Most of the project is pretty traditional, but I really wanted to break out of the typical hip-hop structure for a few tracks to push my creativity.

Recent Art Reviews

129 Art Reviews

I'm a big fan of this art style. The high contrast and simple shapes make this really stylized.

Crazy amount of detail and great contrast between the low saturation characters and vibrant background. The bullets in the foreground are a bit distracting, especially with the blur effect on them.

This is a really cool concept, I'd like to see the folding/unfolding of this character animated! Certain parts of the body lack a bit of detail, and the wheel itself really just looks like three concentric circles.

Zechetto responds:

yeah, the left/closed version is without perspective or depth. It's purposely made that way for study reasons, that's how I get to the right version one. I don't really wanted to make a detailed concept. Just a study, but I like it very much how it gets to the spirit of the character and I do love the painting.

By the way, this is one of my first paintings with a brush I made from scratch, and is much better developed now

Once upon a time, water taught itself how to feel pain.

Age 30, Male

Software engineer /

United States

Joined on 7/24/07

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